using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BossAttackState : BossState
{
    public BossAttackState(Enemy enemyBase, Enemy_Boss enemy_Boss, StateMachine<EnemyState> stateMachine, string animBoolName) : base(enemyBase, enemy_Boss, stateMachine, animBoolName)
    {
    }

    public override void Enter()
    {
        base.Enter();
    }

    public override void Exit()
    {
        base.Exit();
    }

    public override void Update()
    {
        base.Update();
       
        if (triggerCalled)
        {
            stateMachine.ChangeState(enemy.bossIdleState);
        }
    }
}


